Sorry to barge in again. To disagree with Zyko, I think the character controls were almost perfect as they were. I liked wall-jump timing. And while speed could be changed, I think it's more accurate to say that the issue is the relationship between movement capacity vs movement needs. For example, speed could have been kept the same, but add zip lines or magnetic rails to jump on and move quickly through some areas. Or other skills or devices. Or design levels to be more vertical and take advantage of wall-jump and magnetism. Or make levels more linear (e.g: room by room, and then can't go back). Or put robot eggs to respawn from them when you want. For the metroidvania genre, it's true that if you want to make an explorable world you want it to be pleasant to traverse, and maybe higher speed would be nice, but I don't think speed was necessarily a problem here. Part of an unbalanced equation yes, but there are many other variables that could be adjusted. I was now thinking about Team Cherry saying they made Silksong as a separate game because Hornet wasn't the right size for Hallownest.
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You're right in that the issue is the time it takes to traverse the level, I think most of us suggested player speed first because it is an easier suggestion to make without rethinking parts of the level design and ask for another game to be made. But indeed, any trick that make it more dynamic would have made it like you suggested. Except, I also would have preferred to traverse small platforms faster, but maybe that's just me! (I can't imagine micro zip lines here and there haha, but who knows)
As for the wall-jumping controls, maybe it's either my spec or my skill, but I really found the frame allowing for a jump reset very tight and not super clear.
At first, it looks like the character doesn't stay "attached" (even though it's not supposed to attach, but you know what I mean) to the wall for long enough and get bounced back a bit, because of the collision resolving instantly. So the character is now in the air, not allowed to jump.
If the timing is intended to be short, it's fine, but with the feedback given by the game I couldn't find the final formula, almost to the point I thought it was rng